Author Topic: Item Of Power Master List  (Read 63555 times)

Offline Sanctaphrax

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Re: Item Of Power Master List
« Reply #135 on: January 04, 2013, 01:20:55 AM »
And now for step two of the update: reformatting items that don't need any editing.

If it's not in this post, either it's already formatted for inclusion in the list or I'm considering making some changes to it.

Actually I made some changes to some of these. Didn't plan that...but there were some math errors and some weird rules issues. Plus I tried to clean up the wording wherever possible.

If you object to anything I've done here, please say so.

VOLENDRUNG [-3]
Description: A gigantic glowing magical hammer. It was created by a god of war, and its impact drains the vitality of those it strikes.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons.
Effects:
[-1] It Is What It Is. It's a hammer. A really really big hammer. If you include the handle, it's 5 feet long. If it weren't magical, it'd be essentially impossible for a human to use. Weapon 5.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual that opposes its nature.
[+2] One-Time Discount. Voldenrung is not concealable. You probably can't even fit it in your car.
[-1] Daedric Artifact. Voldenrung counts as holy and as True Magic for the purpose of fulfilling Catches.
[-3] Drains Stamina. Any character hit with an attack made with Voldenrung acquires the DRAINED STAMINA sticky Aspect if they don't already have it. If they already have that Aspect, it can be tagged an additional time.

AMOS THE SENTIENT SWORD [-2]
Description: A two handed great sword, inlaid with gold. A name is inscribed in its handle. This sword serves as the prison of the demon Amos.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons.
Effects:
[-0] Purpose. Amos wants to have fun, and to be the greatest sword in the world. He won't work for anyone who gets in the way of those goals.
[-1] It Is What It Is. It's a two-handed sword with an unbelievably sharp edge. Weapon 5.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual that opposes its nature.
[+2] One-Time Discount. Amos is too big to be hidden easily.
[-1] Ancient Knowledge. Amos is occasionally willing to share the knowledge that he's picked up over his incredibly long life. By taking a point of sponsor debt, you may replace your Lore or Scholarship skill with your Weapons skill for a single roll. (Amos shares information more willingly with more skilled wielders.) Sponsor debt taken this way is debt to Amos. This ability cannot be used to benefit rolls made to operate computers or to do anything else that a demon logically wouldn't be able to help with.
[-1] Sentient Sword. As long as Amos is in a good mood (violence makes him happy) he adds 1 to your Weapons skill by helping you fight.
[-1] Parry The Unparryable. Amos can block anything, and as such allows you to defend against all physical attacks with your Weapons skill as long as you're holding him.

Added a sensible restriction to Ancient Knowledge here.

RANGER MORPHER [-5]
Description: A device that looks like a cell phone. It can transform you into a superhuman being known as a Ranger.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Many.
Effects:
[-0] It Is What It Is. It's a little thingamabob that looks like a cell phone. You can't call people with it, though.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual that opposes its nature.
[+1] One-Time Discount. The Ranger Morpher is easily concealed in one's pocket.
[-1] Ranger Transformation. The Ranger Morpher allows you to transform into a garishly dressed being called a Ranger. This Power is identical to Beast Change.
[+1] Human Form. Most of the Powers of the Ranger Morpher are unavailable unless you use Ranger Transformation.
[-2] Inhuman Strength. While in Ranger form, you are stronger than a human should be.
[-2] Inhuman Speed. While in Ranger form, you are faster than a human should be.
[-2] Inhuman Toughness. While in Ranger form, you are stougher than a human should be.
[+0] The Catch. The Toughness provided by the Ranger Morpher does not apply against Plot Devices. That is to say, anything deemed sufficiently important by the GM may ignore the Toughness provided by the Ranger Morpher.

I edited this one, but all I did was correct a math error in its cost. Dunno if that counts.

AEGIS OF MAGAHAL [-9]
Description: A suit of plate armour. It's the masterpiece of the dwarven forgemaster Magahal Gluldein, crafted for the Orcish chieften Zorc nor-Grannash.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Endurance, Discipline.
Effects:
[-2] It Is What It Is. It's full plate armour made of adamantium. Armour 5.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual that opposes its nature.
[+2] One-Time Discount. A suit of plate armour is essentially impossible to hide.
[-2] Twofold Strength. This Power is identical to Inhuman Strength.
[-6] Mythic Toughness. Like all good armour, the Aegis Of Magahal increases its wearer's ability to take damage.
[-2] Inhuman Recovery. The magic of Aegis fixes the wounds of anyone wearing it.
[+2] The Catch. The magical protections of the Aegis are ineffective against the Powers of Chaos.
[-1] Demesne. The wearer of the Aegis holds mystical dominion over the territory Grannash in the Nevernever, by right of inheritance from the Aegis' first owner Zorc nor-Grannash.

ARCHMAGE STAFF [-2]
Description: A powerful staff rumored to have been crafted by the Goddess Hecate and stolen by her daughter Circe in her greed for power. The Archmage Staff is an extremely potent focus item which infuses the owner with magic.
Musts: You must have an aspect related to your possession of this item.
Note: The effects given here assume that the wielder of the Archmage Staff has the Wizard Template. Wielders without Wizard's Constitution gain Wizard's Constitution instead of Supernatural Recovery, and wielders without Evocation gain Evocation with a Refinement granting access to all five standard elements instead of Arcane Power. Adjust the Refresh cost of the Archmage Staff accordingly.
Skills Affected: Conviction, Discipline, Endurance, Lore.
Effects:
[-0] Law-Abiding. The Archmage Staff is bound to the Laws of Magic. If its user intentionally breaks a Law, it will inflict backlash equal to the spell's full power and its connection to its user will be severed.
[-0] It Is What It Is. It's a wooden staff. Weapon 1.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2] One-Time Discount. The Archmage Staff is several feet long and rather difficult to hide.
[-4] Arcane Recovery. The infusion of magic into the staff's wielder enhances their Wizard's Constitution ability into Supernatural Recovery.
[-3] Arcane Power. The staff grants its wielder enhanced power, giving them 3 Refinements' worth of new elements and specialities. If the wielder does not have access to every Evocation element, they must use these to gain that access.
[-0] Attunement. The wielder of the Archmage Staff must invest at least two focus slots into it.
[+3] The Catch. For some reason, mundane electricity interferes with the flow of magic from the Archmage Staff and as such injuries inflicted with it heal no faster than they would for a normal wizard.

THE WINGED SANDALS OF PERSEUS [-]
Description: Winged sandals given to the Greek hero Perseus by Hermes. They allow their wearer to fly.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Athletics.
Effects:
[-0] One Size Fits All. The Winged Sandals Of Perseus adjust their own size to fit anybody who puts them on.
[-0] It Is What It Is. It's a pair of sandals with seemingly-ornamental wings.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual that opposes its nature.
[+1] One-Time Discount. Sandals are easily concealed. With baggy enough clothes, you can even hide them in your pockets.
[-1] Flight. This Power is identical to Wings.
[-2] The Swiftness Of Hermes. This Power is identical to Inhuman Speed.

Had to make a slight edit here...sandals are not large enough for a +2 rebate.

THE BLADE THAT DRINKS [-2]
Description: A claidheamh mor in which the spirit of a redcap who long ago offended a powerful sidhe noble is bound. Also known as Thirst.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons, Might, Endurance, Discipline.
Effects:
[-0] Purpose. This sword was created to imprison an impudent redcap and teach him to respect his betters, especially when his betters include powerful sidhe.
[-0] It Is What It Is. It's a claidheamh mor, or basket-hilted broadsword. Weapon 3.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2] One-Time Discount. A full-sized sword is rather difficult to hide.
[-1] Channeling The Warrior Spirit. While wielding this sword, one can draw upon the martial skills and experience of the redcap spirit. However, the ferocity of the redcap's mindset means that while one is doing so one's social skills will suffer. As a supplemental action, you may swap the ratings of your Weapons and Athletics skills with those of your Rapport and Empathy skills respectively. If your unmodified Rapport is higher than your unmodified Weapons, don't swap those skills. Likewise with Empathy and Athletics.
[-2] Communion of Might The wielder can draw upon the strength of the redcap's spirit to augment his own. This Power is identical to Inhuman Strength.
[-4] Communion of Vitality. The wielder can draw upon the lifeforce of the redcap's spirit to enhance his recuperative capabilities. This Power is identical to Supernatural Recovery.
[+3] The Catch (Cold Iron). Since the Redcap was a creature of Faerie, one who draws upon its vitality to enhance his recuperation must share in his Faerie vulnerability to Cold Iron.
[+1] The Sword Must Drink. Though imprisoned within a sword, the spirit of the redcap still needs to drink its fill of blood to maintain its strength. If deprived for too long it may weaken to the point that it might not be able to provide its benefit of enhanced vitality to its wielder. This Power is identical to Feeding Dependency (Blood) attached to The Communion Of Might and The Communion Of Vitality.
[-1] Share The Feast. When the sword is sated the communion between it and its wielder allows its wielder to receive a portion of the benefit. This Power is identical to Blood Drinker.

EYE OF VENGEANCE [-1]
Description: A highly polished black spheroid made of some sort of gemstone. It's the size of a human eye.
Musts: You must have a High Concept or Template appropriate for a being chosen by Nemesis.
Skills Affected: Endurance, Lore, Discipline.
Effects:
[-0] Purpose. The Eye Of Vengeance was created to aid the chosen one of Nemesis, Goddess of Vengeance. It will function only as long as its user works faithfully towards Nemesis's goals.
[-0] It Is What It Is. It's a small black sphere. Put it in an empty eye socket to use its powers.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+1] One-Time Discount. An eye is easy to conceal. Just keep it closed.
[-2] Your Purpose Is Not Yet Fulfilled. The Eye Of Vengeance will keep its wearer healthy as long as Nemesis needs them alive. This Power is identical to Inhuman Recovery.
[-1] The Guilty Cannot Hide. This Power is identical to The Sight.
[+1] Penitence Is Thy Bane. Penitence is the bane of Nemesis, and as such the attacks of any character who has truly repented for their sins ignore the effects of Your Purpose Is Not Yet Fulfilled.

THE EYE OF GOD [-3]
Description: An eye that, when placed in somebody's skull, allows that person to see through all veils and all lies.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Alertness, Investigation, Empathy.
Effects:
[-0] Purpose. The Eye exists to help its user see things as they really are.
[-0] It Is What It Is. It's a vaguely human-looking eyeball. It works just as well as a normal eyeball if placed in one's eye socket.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+1] One-Time Discount. An eye is easy to conceal. Just keep it closed.
[-3] True Seeing. The Eye Of God adds five to any skill used by its wearer for the purpose of seeing through a veil, glamour, shapeshifting-based disguise, or other supernatural deception.
[-1] Added Insight. The Eye Of God adds two to the Empathy skill of its wearer for the purpose of detecting lies.

EYE OF THE GRAEAE [-1]
Description: A false eye made of amethyst that grants the user the power to use The Sight. With use, a wielder of the Eye can awaken other powers in it. It is not in fact the actual Eye of the Graeae, but a clever imitation made by a scion of Hephaestus. He intended it as a gift to the Grey Sisters, but he was killed before he could give it to them and his killer picked it up. He in turn lost it in a bet with a Sidhe Lady and it has been in the Nevernever since. Even though it is not the original, it conveys various powers of sight on the owner and over time it has acquired some magical power due to its connection to the Grey Witches.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Lore, Discipline, Alertness, Investigation.
Effects:
[-0] It Is What It Is. It's a false eye. In order to use it you must lose an eye and place in the empty socket. Once you've done so you can use its power even when you hold it in your hand. The eye does not grant standard vision and thus the Aspect associated with this Item will be compelled quite often in situations where being able to see through the replaced eye would be useful.
[-0] Unbreakable. The Eye of the Graeae, as an Item of Power, cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+1] One-Time Discount. The Eye of the Graeae is easily concealed. You could pop it out and hide it in you pocket, or you could just keep your eye closed. If the rebate from this effect would reduce the cost of the Eye to 0 Refresh, the Eye costs 1 Refresh instead.
[-1] The Sight. The purpose of the Eye was to help you see, and whatever you see with it is true and real.
Upgrades:
[-0] Cassandra's Tears. Because the Eye sees that which is true, it can sometimes see what will be as well as what is.
[-1] Supernatural Sense. The Eye of the Graeae lets you see magic, as if it were colour or heat. This lets you see auras, tell wizards from mundanes or spirits at a distance by their glow, read the patterns of spell residue and anything else the GM thinks reasonable. The sense is used with Alertness and Investigation, not with Lore.
[-3] Thaumaturgy. The Eye of the Graeae gives you the power to cast spells like a witch. At the GM's discretion, it might be possible to gain a "witchy" variant of Ritual rather than full Thaumaturgy.
« Last Edit: January 04, 2013, 01:37:29 AM by Sanctaphrax »

Offline Sanctaphrax

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Re: Item Of Power Master List
« Reply #136 on: January 04, 2013, 04:55:25 AM »
First batch of edited items.

I explained my changes under each item's writeup.

Feedback would be lovely.

PHOENIX FEATHER [-1]
Description: A feather from the legendary fiery bird that dies only to be reborn from its ashes, it burns eternally with the Flames of Life. It both has the power to restore as its flame nurtures the inner spark of Life within its wielder and destroy by generating blasts of flame that burn those he wishes to harm.
Skills Affected: Endurance, Discipline.
Effects:
[-0] It Is What It Is. It's a feather made of flames. The flames cannot be extinguished, and though they emit light equivalent to that of a flashlight they are harmless to those who touch the feather. But if the feather's owner wants, the feather can launch a bolt of fire that is very dangerous indeed. Mechanically, these bolts are equivalent to rifle shots. Weapon 3, range 3 zones.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual that opposes its nature.
[+2] One-Time Discount. It's made of fire. Hiding a fire is not easy.
[-4] Blaze of Life. The feather feeds one's inner spark of Life, turning it into a blaze. This Power is identical to Supernatural Recovery.
[+2] The Catch (Necromantic Magic). As a Phoenix Feather is an artifact of Life, the enhancement it grants one's life force can not aid in recuperation from injuries inflicted the unnatural magic of its opposition, Death.
[-1] Wrathful Blast. The bolts of fire launched with the feather are not aimed the way bullets are. They are guided mentally. Attacks made with a Phoenix Feather use the Discipline skill.

You shouldn't have to pay to use an item as a weapon. You can do that for free with mundane items, and so it can be covered with It Is What It Is.

AION, IMMORTAL'S EDGE [-4]
Description: A sword crafted by the god Vulcan out of the metal from a meteor and blessed by Mars. Its purpose was to give a great warrior of Rome an edge against Rome's enemies and to protect the innocent and the greater good. Its edge has been said to rival that of either Excalibur or Kusanagi.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:
[-0] It Is What It Is. It is a incredibly sharp and intricately designed sword. Weapon 3.
[-0] Unbreakable. As an Item of Power, this item cannot be broken by any means except a magical ritual predicted upon perverting its purpose.
[-0] Purpose. This weapon's purpose is to protect the innocent and the greater good. It will rebel if used against that purpose.
[+2] One-Time Discount. It is a beautifully made sword that was made to draw the attention of people. As such it is hard to conceal.
[-1] True Aim. As long as the wielder of Aion is using it in accordance with its purpose they add one to their Weapons skill.
[-2] Searing Edge. The blade is as hot as the volcano it was forged in. Attacks made with Aion against targets not immune to fire inflict three additional stress, and Aion satisfies any Catches that have to do with heat, fire, lava, or meteors.
[-3] All Creatures Are Made Equal. When facing an opponent, the wielder of Aion may spend a fate point to ignore that opponent’s defensive abilities (Toughness based ones, primarily) and mundane armour for the duration of the scene.

Knocked the base weapon rating down to 3 and corrected some stylistic stuff. Those apostrophes were awful, let me tell you. I also made it so that Searing Edge's bonus damage doesn't apply against fire-immune foes.

THE GLAIVE [-2]
Description: An ancient and powerful magic weapon. It's a 5 point throwing star with retractable blades, and it looks awesome in a ridiculous way.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons.
Effects:
[-0] It Is What It Is. It's a five-pointed throwing star with retractable blades. With the blades extended, it's about a foot wide. Weapon 2, range one zone.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual that opposes its nature.
[+1] One-Time Discount. Once the blades are retracted, The Glaive becomes fairly easy to conceal.
[-1] Boomerang. The Glaive will always return to the owners hand after being thrown. Furthermore, it can be used to make spray attacks.
[-2] Slayer of Monsters. Add four the weapon rating of The Glaive when attacking a non-human character with it.

I added the spray attack thing because I didn't think it was fair to charge for re-usability alone. Slayer Of Monsters seemed a bit iffy, but the specific-ness balanced out the bonus-stacking in my mind.

RED MARBLE SWORD [-1]
Description: A sword that chooses a good knight to carry out justice, following him till his death. The sword deals great misfortune to those other than the chosen knight who dare to wield it.
Musts: You must have an aspect related to being the chosen wielder of the sword. This aspect must reflect your relationship with the sword.
Skills Affected:
Effects:
[-0] Purpose. The purpose of the Red Marble Sword to seek justice in the hands of a worthy knight. It cannot be used against this purpose, and it will turn on its wielder if they are unworthy or if they use it immorally.
[-1] It Is What It Is. It's a supernaturally-effective longsword. Weapon 5.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual that opposes its nature.
[+2] One-Time Discount. A sword is hard to hide.
[-1] Never Strike In Anger. When the wielder of the Red Marble Sword takes a full defence action, they add four to all of their defence rolls instead of the normal full defence bonus. This bonus adds to all defence rolls, not just Weapons defence rolls made with the Red Marble Sword. You may include this bonus in your "attack" roll when using Riposte.
[-1] Riposte. On a successful defence with the Red Marble Sword, you may sacrifice your next action to turn your defence roll into an attack against the person who attacked you (if they're in range). Treat your defence roll as the attack roll, and the roll made to hit you as the defence roll.

Never Strike In Anger was weak, now it is less so.

Offline Deadmanwalking

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Re: Item Of Power Master List
« Reply #137 on: January 04, 2013, 08:51:13 AM »
Okay, feedback:

On Aion: Do you think Holy is a -1 power? I seem to recall you saying it wasn't recently...in which case All Creatures Are Equal is almost certainly -4. Searing Edge also seems a trifle expensive (though not a full Refresh's worth), IMO.

On the Red Marble Sword: What if someone who already has Riposte picks up the sword? Some sort of guideline seems warranted, especially since that seems a likely scenario. Never Strike In Anger is also a bit...odd, it effectively adds +2 defense and +4 attack situationally, and that seems a bit much for -1 Refresh, even with only being able to do it every other round, just due to that being almost unstoppable compared to other abilities/characters at the same level.

The others look good.
« Last Edit: January 04, 2013, 08:53:12 AM by Deadmanwalking »

Offline Sanctaphrax

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Re: Item Of Power Master List
« Reply #138 on: January 04, 2013, 06:53:23 PM »
First up, thanks for the review. I really appreciate having somebody looking over what I post to make sure it's sane.

On Aion: Do you think Holy is a -1 power? I seem to recall you saying it wasn't recently...in which case All Creatures Are Equal is almost certainly -4.

There's really no way to know for sure what the right costing is. The list so far has assumed Holy costs 1, though, so I'm going with that.

I'm going to add a disclaimer to the start of the list to that effect.

Searing Edge also seems a trifle expensive (though not a full Refresh's worth), IMO.

I tend to be harsh when bonuses start stacking. 1 stunt gives +2, 2 give +3.

On the Red Marble Sword: What if someone who already has Riposte picks up the sword? Some sort of guideline seems warranted, especially since that seems a likely scenario. Never Strike In Anger is also a bit...odd, it effectively adds +2 defense and +4 attack situationally, and that seems a bit much for -1 Refresh, even with only being able to do it every other round, just due to that being almost unstoppable compared to other abilities/characters at the same level.

Same thing that happens whenever somebody picks up an item granting a Power they already have, whatever that is.

I made Never Strike In Anger way stronger because

a) it has to compete with True Aim and with a flat +2 Weapons defence bonus,

b) people hardly ever use Full Defence, and

c) people can perfectly negate the deadly Riposte defence by not attacking you. They can just maneuver, maneuver, maneuver until they have +20 to an attack and you can't stop them because you're spending your actions doing nothing.

Offline Deadmanwalking

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Re: Item Of Power Master List
« Reply #139 on: January 04, 2013, 07:15:08 PM »
First up, thanks for the review. I really appreciate having somebody looking over what I post to make sure it's sane.

No problem.

There's really no way to know for sure what the right costing is. The list so far has assumed Holy costs 1, though, so I'm going with that.

I'm going to add a disclaimer to the start of the list to that effect.

Cool. As long as consistency is preserved.

I tend to be harsh when bonuses start stacking. 1 stunt gives +2, 2 give +3.


That seems to make that second point of Refresh a really shitty investment. It's reasonable, but if doing that, I'd almost never make an item that used -2 Refresh explicitly for that.

Same thing that happens whenever somebody picks up an item granting a Power they already have, whatever that is.

Usually, they stack to some degree. But that's not exactly viable in this case...and I bring it up because I'd expect something well over 50% of characters who grab that sword to want to be able to Riposte (an excellent Stunt) without it

I made Never Strike In Anger way stronger because

a) it has to compete with True Aim and with a flat +2 Weapons defence bonus,

True...that +4 just seems excessive. Nothing else gives that big a bonus on attacks for only a single Refresh, no matter how conditional.

b) people hardly ever use Full Defence, and

They certainly will with that power.

c) people can perfectly negate the deadly Riposte defence by not attacking you. They can just maneuver, maneuver, maneuver until they have +20 to an attack and you can't stop them because you're spending your actions doing nothing.

If they know about it (by no means a sure thing, most enemies you'll get at least one chance to pull this trick on) and you're an idiot, yeah. Really, as soon as they don't attack (certainly if they don't for two or three rounds), you know the jig is potentially up and make an attack or maneuver of your own.

And I noted how conditional it was...it just still strikes me as off. Not exactly too powerful, just wrong on some level. Too specific and too powerful within its specialty at the same time...making it either gamebreaking or useless. I hate powers like that, or at least ones like this that are active as opposed to passive, since the PCs can then apply them in the moments when they're gamebreaking, and ignore them the rest of the time at little disadvantage.

Offline Sanctaphrax

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Re: Item Of Power Master List
« Reply #140 on: January 05, 2013, 02:18:45 AM »
That seems to make that second point of Refresh a really shitty investment. It's reasonable, but if doing that, I'd almost never make an item that used -2 Refresh explicitly for that.

I would, if the thing being boosted was important to my character.

Sometimes you just really want to hit hard, or research well, or whatever. And then it can be worthwhile to to invest deeply in something that offers diminishing returns.

Usually, they stack to some degree. But that's not exactly viable in this case...and I bring it up because I'd expect something well over 50% of characters who grab that sword to want to be able to Riposte (an excellent Stunt) without it

I get where you're coming from, but this is a systemic issue that needs a systemic fix. No point providing a special solution just for this one item.

True...that +4 just seems excessive. Nothing else gives that big a bonus on attacks for only a single Refresh, no matter how conditional.

An IoP wand that grants 2 Refinements can give +4 offensive (element) control as long you have the wand. That's actually less conditional. So there's something else that gives that big a bonus, though I admit it's a cheap example.

And the flat +2 bonus would give +2 to Riposte attacks. This ought to be better than that.

If they know about it (by no means a sure thing, most enemies you'll get at least one chance to pull this trick on) and you're an idiot, yeah. Really, as soon as they don't attack (certainly if they don't for two or three rounds), you know the jig is potentially up and make an attack or maneuver of your own.

Attacking people using full defence is generally a losing game anyway when you can just navel-gaze/attack other people until they stop it.

Honestly, I don't expect this ability to get much use. Full defence isn't good. It takes a really huge boost to make it worthwhile.

And I noted how conditional it was...it just still strikes me as off. Not exactly too powerful, just wrong on some level. Too specific and too powerful within its specialty at the same time...making it either gamebreaking or useless. I hate powers like that, or at least ones like this that are active as opposed to passive, since the PCs can then apply them in the moments when they're gamebreaking, and ignore them the rest of the time at little disadvantage.

Fortunately, this isn't an active ability. It's a reactive ability, at least in part. So players don't really get to decide when they use it.

Offline Sanctaphrax

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Re: Item Of Power Master List
« Reply #141 on: January 05, 2013, 07:19:59 AM »
Having thought about it some more...regardless of balance issues, I don't like Never Strike In Anger much. Suggestions for improving/replacing it would be appreciated.

That aside, here's the second batch of edited items.

SILVER STRINGS [-2]
Description: The Silver Strings are a set of musical strings made of pure, untarnished silver that glitter faintly with a holy light.
Musts: You must have excellent moral character and an aspect related to your possession of this item.
Skills Affected: Performance.
Effects:
[-0] Purpose. The Silver Strings exist to spread peace and to protect the innocent from supernatural evil. They cannot be used deceptively, or to harm anyone who has not harmed an innocent within the sight of their current bearer. Furthermore, they cannot be used to forge a mortal contract. If the bearer violates the purpose of the Silver Strings, the strings immediately produce a discordant twang (causing any Performance roll using them to fail) and unstring themselves. The bearer will not be able to restring the Silver Strings until he proves his faith again.
[-0] It Is What It Is. It's a set of strings for a musical instrument. Their number, length, and the exact key of the strings varies, but is always appropriate to the chosen instrument of their current bearer.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose. This indestructibility extends to the instrument the strings are in, if they're in an instrument.
[+1] One-Time Discount. The Silver Strings are easy to hide, especially when not strung.
[-1] Protective Muse. The Silver Strings are a subtle weapon against evil. By playing an instrument strung with the strings, their bearer can use Performance to perform maneuvers and blocks opposing supernatural mental influence.
[-1] Holy. The Strings are a powerful holy symbol. The touch of an item strung with them is like the touch of a cross, holy water, or another symbol of faith backed by the belief of its wielder.
[-1] Good Vibrations. The Silver Strings are of exceptional quality. When played in keeping with their purpose, they add two to any Performance roll made using an instrument stringed with them.

Doubled the bonus from Good Vibrations to bring it in line with a stunt. Removed Protective Muse's ability to violate the action economy, which let me remove the FP cost. Then did a bunch of reformatting.

MARCI'S ROLLER SKATES [-1]
Description: A pair of pink and white rollerskates created as a gift for Marci, the spoiled neice of a powerful wizard. They're cursed to torment their wearer in humiliating ways, because Marci's uncle was incredibly petty.
Musts: You must have an aspect related to your possession of this item. It's going to be compelled in curse-related ways. A lot.
Skills Affected: Athletics, Performance
Effects:
[-0] Purpose. The skates were created to punish their wearer. As such, they move around (bringing their wearer with them) in whichever way is most likely to hurt and humiliate the wearer. The skates also resist removal; before they can be taken off they first must be soaked for 2 hours in a public fountain consecrated with an American coin from 1972 (since they were made during 1972 in America) and dried off with werebear fur.
[-0] It Is What It Is. It's a set of roller skates. You can skate with them.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual that opposes its nature.
[+2] One-Time Discount. These roller skates might be easy to hide if they were removable. But they're not, so they're really obvious.
[-2] Magical Skating. When sprinting, the wearer of Marci's Roller Skates adds three to their Athletics and may rollerblade over all terrain, including water, as though it were flat smooth concrete.
[-1] Skate Pro. The wearer adds two to their Performance skill when using it to rollerblade.

The "punishment" and the non-removability seemed like value-neutral Aspect things to me, so I made them that way. I increased the one-time discount, though, because wearing rollerblades is pretty obvious to everyone. I also clarified that Magical Skating lets you move over water, because that seemed cool and balanced to me.

JABIR IBN HAYYAN'S GRIMOIRE [-1]
Description: You possess the grimoire of the mad artificer Jabir ibin Hayyan who sought knowledge at the cost of his sanity. Tread lightly when retracing his path to knowledge, lest it plunge you into the same madness which took him.
Musts: You must have the Thaumaturgy power and an Aspect related to your possession of this item.
Skills Affected: Lore.
[-0] It Is What It Is. The Grimoire is a large, ancient tome.  A caster may spend Focus Item slots to use the Grimoire as a focus item.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual that opposes its nature.
[+2] One-Time Discount. It's a really big book. In fact, it probably wouldn't fit in a backpack.
[-1] Greatest Artificer of Merlin’s Age. The Grimoire contains extraordinary alchemical insights. It grants two Thaumaturgy specializations which must be spent on Crafting strength or frequency. These are subject to all normal limitations applied to Specialization bonuses, and the resulting set of specializations must be legal both with and without the specializations from the Grimoire.
[-1] The Mind of a Madman. This Power is identical to Demonic Co-Pilot. The demon is Jabir, and his agenda is the acquisition of unlimited knowledge and power.
[-1] Methods of Madness. You may boost the power of an enchanted item or potion upon use. This bonus may not exceed your Lore skill, but may increase the power of the item beyond your Lore x2. Doing this allows the Grimoire to make a mental attack against you, with an accuracy equal to the total power of the item and a weapon rating equal to the amount you added to its power. Mental consequences that result are set by the GM, in line with Jabir’s agenda.

I considered altering Methods Of Madness, but I couldn't think of anything good so I left it more-or-less as-is. I let people pick their own consequences from The Mind Of A Madman because I didn't see why The Mind Of A Madman should be worse than Demonic Co-Pilot.

THE STAFF OF PHIBUS [-3]
Description: A powerful staff once belonging to an ancient but powerful politician and businessman. A man who was said to at one time have owned all the farms in the world.
Musts: You must have an aspect related to your possession of this item.
Note: Depending on the Powers of the character wielding it, the Refresh cost of The Staff Of Phibus may vary.
Skills Affected: Conviction, Discipline, Lore.
Effects:
[-0] Purpose. The staff is known for it's accelerated growing properties, and for spiritual enhancement.
[-0] It Is What It Is. Its a six foot tall staff made of a distinct but unique type of wood. Weapon 1.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual that opposes its nature.
[+2] One-Time Discount. A staff is rather large and difficult to hide.
[-4] Staff of Growth. The Staff Of Phibus grants access to the Plant Magic Sponsored Magic Power.
[-1] Nature Channel. The Staff Of Phibus is a +2 Plant Magic control focus. It applies to offensive and defensive evocations and to thaumaturgy. This effect consumes the focus slots from Plant Magic. If the wielder of the staff doesn't get all four focus slots from Plant Magic, they must invest their own focus slots in The Staff Of Phibus to replace them.

Since this game doesn't include rules for plant growth and I really doubt most people know what multiplying growth rates by 100 would do, I replaced Staff Of Growth with Sponsored Magic. This had the added benefit of making Nature Channel easier to stat.

And here's Plant Magic:

PLANT MAGIC [-4]
Description: You draw upon the power of the world's plant life. It's a pretty simple form of magic, but a powerful one.
Sponsor: The collective ur-mind of all plants everywhere.
Agenda: Plants are not smart enough to have an actual agenda, but as a general rule plants like growing and dislike dying.
Evocation: Plant evocations work by creating and manipulating plants. Surprise!
Thaumaturgy: Plant Magic can be used to cast rituals that have to do with plants. It can make plants grow, give plants magical properties, create plant matter out of nowhere, turn people into plants, and so on.
Evothaum: Spells that make plants grow can be cast with Evocation's speed and methods using Plant Magic.
Extra Benefits: You get the Echoes Of The Beast Power, with plants as your beast. This adds one to your Alertness and Survival skills in plant-rich areas and lets you talk to plants.

Offline Sanctaphrax

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Re: Item Of Power Master List
« Reply #142 on: January 05, 2013, 10:13:59 AM »
Third batch.

Two items left. Not coincidentally, they're the ones that I don't think I have any real chance of fixing.

SWORD OF JUSTICE [-5]
Description: The magical sword of Nemesis's Emissary. Each bearer of the sword finds that when he or she first touches it, it transforms to fit their tastes, skills and aptitudes. It is always a finely made sword no smaller than a gladius and no larger than a claymore.
Musts: You must have a High Concept or Template appropriate for a being chosen by Nemesis.
Skills Affected: Weapons, Stealth, Athletics.
Effects:
[-0] Divine Purpose. This sword was created to bring balance to the scales of justice and therefore can only be wielded against creatures that have seriously wronged someone. The sword will not harm an innocent at all and if the 'wrongs' inflicted by a character do not merit death (as determined by the Goddess herself), the sword will not kill them.
[-0] It Is What It Is. It's a sword. It's currently a beautiful swept hilt rapier, but that could change if somebody else picks it up. Regardless, it is and will remain weapon 3.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2] One-Time Discount. A sword is a tricky thing to conceal.
[-3] All Creatures Fear Justice. When facing an opponent, the wielder of the Sword Of Justice may spend a fate point to ignore that opponent’s defensive abilities (Toughness based ones, primarily), as well as any mundane armor the foe has, for the duration of the scene.
[-1] Holy. While the deity that created the sword may not be the Christian one, this weapon is none the less a holy artifact. Its touch is like that of holy water or another symbol of faith backed by the belief of the wielder.
[-1] Cloak Of Shadows. Vengeance, even holy vengeance, is often best performed under cover of darkness. As such, the Sword Of Justice makes its wielder at home in the night.
[-2] Inhuman Agility. This Power is identical to Inhuman Speed.

Increased the weapon rating to 3, because an IoP should be among the best mundane weapons available. Made Inhuman Agility into Inhuman Speed because they're almost exactly the same anyway.

MOUSTACHE OF AUTHORITY [-3]
Description: A well-groomed moustache, with the style varying from person to person. It radiates pure commanding authority.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Presence, other social skills.
Effects:
[-0] Purpose. The moustache exists to grant its wearer authority and leadership.
[-0] It Is What It Is. It's a moustache.
[-0] Unbreakable. As an item of power, this item cannot be broken except with a magical ritual that opposes its nature. If shaved, it is simply detached from its owner's body and can then be attached to any vacant upper lip.
[+2] One-Time Discount. The moustache commands attention. You'd have to be some sort of ninja to hide it.
[-1] Because the 'Stache Says So. With such glorious facial hair, it's clear that you're a natural born leader. Bearers of the Moustache of Authority get +2 to their Presence skill for establishing themselves as authority figures.
[-1] Marked by the 'Stache. Such a magnificent moustache gives you an obvious advantage in social conflict. All social rolls are made at +1 when made toward those who recognize the power of the 'stache. Which is pretty much everybody "in the know". Concealing the Moustache is difficult, and all attempts to do are restricted by Discipline. Any stressful activity will cause the concealment to fail.
[-2] The 'Stache Bows To No One. Few have the ability to get the better of you when you have such gravitas as conferred by this item. The bearer of the Moustache of Authority has armour 1 against all Social attacks, and has 2 extra Social stress boxes.

Given the effects of Marked By Power, there's no way a bonus of less than 2 was appropriate. Also an Item of Power must be an actual item, not a body part. Abused my position as list editor to impose Canadian spelling.

SPHERE OF UNKNOWN ORIGIN [-3]
Description: A very mysterious sphere. Glows brightly and appears to be a source of infinite energy.
Musts: You must have an aspect related to your possession of this item.
Skills Affected:
Effects:
[-0] It Is What It Is. It is a small glowing sphere.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual that opposes its nature. Since it's not clear what its nature is, it would be difficult to perform such a ritual.
[+2] One-Time Discount. The sphere glows brightly and as such is essentially impossible to conceal.
[-5] Energy Reroute. Tapping into a portion of the mysterious energies of this object, you are able to power a few abilities at a time. The combined cost of the abilities may not exceed the refresh cost of this item. You may take a full round action to change which abilities are powered. The powered abilities may be selected from the following list: Guns Akimbo (a Guns Stunt that lets you wield a second gun in order to add half its weapon rating to that of your first gun) [-1], Wings [-1], Inhuman Speed [-2], Inhuman Strength [-2], Inhuman Toughness [-2], Killer Blow [-1], The Whole Nine Yards (a Guns Stunt that lets you make spray attacks with any gun) [-1], Supernatural Sense [-1 or -2], Target-Rich Environment [-1], Potent Ranged Natural Weaponry [-3].
Upgrades:
[-varies] Untapped Power. With time and study, you may unlock access to more power from this object. You may add refresh points to this item to increase the amount of Powers you may use at once with Energy Reroute.

Couldn't find a good way to model the energy blast so I just folded it into the Energy Reroute ability. Removed some pointless-seeming restrictions from The Whole Nine Yards, and removed the note about the sphere toughening up technology since that seemed like the kind of effect that shouldn't be given for free.

THE PEACEMAKER OF JESSE JAMES [-3]
Description: You possess the Colt .45 of the infamous Jesse James. This weapon was cursed by an unknown hoodoo doctor after Jesse James killed his father. This gun is cursed to be passed on to the firstborn of each successive generation of his bloodline.
Musts: You must be a firstborn descendant of Jesse James, represented as a high concept, to inherit the Peacemaker. If any other creature wields this weapon, it functions as a normal gun.
Skills Affected: Guns, Discipline.
Effects:
[-0] It Is What It Is. It's a six-shot revolver. Weapon 3.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual that opposes its nature. Furthermore it cannot be hexed and will never jam.
[+1] One-Time Discount. A revolver is fairly easy to hide.
[-3] All Creatures Are Meant To Die. This is the truest purpose of the Peacemaker, to make sure that its target is deader than dirt. When facing an opponent, the wielder may take one point of Sponsor debt in order to ignore the target's defensive abilities (it may satisfy whatever "the Catch" is), as well as any mundane armor it may be wearing, for the duration of the scene. Debt taken this way will generally be discharged by Compels to shoot someone.
[-1] Shooting Frenzy. This Power is identical to Blood Drinker except that it works at range and that whether you feel the urge to attack someone has nothing to do with blood and everything to do with whether somebody looks like an easy target.

The mechanics for this thing were basically a more complicated version of ACaEBG and Blood Drinker. I removed some of the extra complexity.

Offline Sanctaphrax

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Re: Item Of Power Master List
« Reply #143 on: January 05, 2013, 11:32:49 AM »
Okay, I'm actually pretty happy with this one. Surprised myself with that.

Modular Adaptations is a maybe-too-powerful application of Variable Abilities, my Modular Abilities expansion.

Energy-Purge is just Human Form attached to four Inhumans and some It Is What It Is stuff.

This edit was a broad nerf of a bunch of stuff that was overpowered or not compatible with the rules or both.

TACTICAL EXTREME ENVIRONMENT BATTLE SUIT [-7]
Description: In the year 2058, a powerful mechanized battle suit will be invented by Novatech. They'll sell it for 893,700,000 per suit, and only 400 of the most elite soldiers in the United States Armed Forces will be allowed to use it. Its main component will be malleum, a quasi-miraculous protean biometal that reacts to human brainwaves. For some reason, one of those suits has travelled back in time and is present in the present.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons, Might, Fists, Endurance, Stealth.
Effects:
[-0] It Is What It Is. It's a high-tech battle suit that bonds to the host and almost impossible to remove. It weighs little and provides both excellent protection and deadly integrated melee weaponry. Armour 3, weapon 3.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual that opposes its nature.
[+2] One-Time Discount. It is a highly advanced, futuristic, full-body suit that is made up of several components that won't be discovered or invented for several decades. As such it is quite conspicuous.
[-2] Inhuman Toughness. The malleum in the suit incorporates itself into its operator's bones, increasing bone density and strength.
[-2] Inhuman Recovery.The malleum in the suit repairs both the operator's body and the suit if any damage is sustained.
[+2] The Catch. The suit is very tough, but its protection is ineffective against anti-tank weaponry.
[-7] Modular Adaptations. The suit can operate in three different modes. Changing between modes requires a full action.
-Amp Mode The malleum in the suit flows into the operator's muscles. This mode grants Supernatural Strength and Inhuman Speed.
-Cloak Mode: The suit bends light around itself as the malleum in the suit flows into the operator's nerves. This mode grants Inhuman Speed, Enhanced Invisibility, and True Aim.
-Armour Mode: The malleum in the suit hardens greatly, enhancing the suit's protective qualities. This mode grants Supernatural Toughness and makes the suit armour 5.
Upgrades:
[-6] Energy-Purge. The suit grows even more powerful when upgraded and charged with massive amounts of energy. As long as the suit was plugged into a major energy source (an industrial electrical socket will do) for at least an hour since the last time this effect was used, the suit's operator can choose to activate this ability. Doing so increases their Strength, Speed, Toughness, and Recovery by one level. Furthermore, it grants them access to energy weapons built into the suit which are mechanically equivalent to assault rifles and grenade launchers.

Offline Sanctaphrax

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Re: Item Of Power Master List
« Reply #144 on: January 05, 2013, 11:51:04 AM »
This might not be balanced, but I think it's the best I can do.

I'm tempted to use Sponsor Debt for the deck instead of FP...thoughts?

DECK OF TRICKS [-3]
Description: A deck of cards. Drawing one causes you to gain abilities both magical and mundane. This is pretty useful, but since there's no way to predict what abilities drawing a card will give you it's not the most reliable item.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Many.
Effects:
[-0] It Is What It Is. It's an old deck of 52 playing cards plus jokers.
[+1] One-Time Discount. A deck of cards is a small item and an easy one to hide.
[-4] Luck Of The Draw. Every card in the deck, including the jokers, has a unique set of abilities attached to it. The abilities of a card always cost 3 Refresh total, if a skill at your skill cap is worth 1 Refresh. As a standard action, you may draw a random card from the deck. You are granted the abilities attached to the card you draw for the rest of the scene. Drawing a second (or a third, or a fourth, etc...) card in the same scene costs a Fate Point and erases any abilities a previous card may have given you. At the end of a scene in which you drew a card, you may spend a Fate Point to retain the granted abilities for an additional scene.

Example cards:
  • Evocation (Air power Specialization)
  • Gaseous Form
  • Channelling (fire) + Refinement (the card is a focus giving +2 offensive fire power and control)
  • Driving + Scholarship + Ghost Speaker
  • Diminutive Size + Inhuman Strength
  • Investigation + Psychometry + Quick Eye (stunt)

Anyway, that's all of the items. I'll leave these up for a couple of days and then if there are no problems to address I'll update the list.

I would greatly appreciate it if you were to read over these items to see if there are any issues with them.

Offline Sanctaphrax

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Re: Item Of Power Master List
« Reply #145 on: January 06, 2013, 11:15:22 PM »
I'm planning to update the document tomorrow, but I'd really like to get some input from somebody else first.

Deadmanwalking, do you feel up to doing another review?

That aside, here's another item:

SOLOMON'S GUARD [-3]
Description: When the old wise king Solomon passed from the land of the living, the guardian angel that protected him set aside its sword, its duty complete. The sword did not join its master in retirement but instead appeared to those who shared its purpose, to protect and serve. Solomon's Guard, also known as the Shining Blade, is a short sword of angelic make. Its blade is slightly longer than a man's forearm and made of a silvery material flecked with gold that is as strong, if not stronger, than steel. Three words are inscribed in Latin on both sides of the blade: 'Duty, Honour, Sacrifice'.
Musts: You must have a calling or destiny to inherit Solomon's Guard, one that coincides with its purpose. This is usually represented by a High Concept.
Skills Affected Alertness, Conviction, Empathy, Lore, Weapons.
Effects:
[-0] Divine Purpose. Solomon's Guard may only be swung with true selfless purpose in mind and heart. When swung without such purpose, the blow does not land (any attack roll automatically fails), the bond between sword and wielder is immediately broken until the wielder repents with an appropriate trial of faith, and the sword falls from the wielder's hand. Basically, you and your GM should look at the description above as a guideline for how to compel the high concept attached to the sword - your character might be tempted to use the sword for selfish reasons, and could receive a fate point to wither stay their hand or succumb to the temptation and lose the sword temporarily. If another takes up the sword and swings it selfishly, your character is still responsible for how the sword is used.
[-0] It Is What It Is. Solomon's Guard always takes the form of a sword, though the precise type of sword may change through the ages. Regardless of type, it's weapon 3.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2] One-Time Discount. A sword is a tricky thing to conceal.
[-1] Angelic Origin. This blade was wielded by an angel and shared in that angel's nature, making this weapon a powerful holy symbol in its own right. Its very touch is like that of holy water, a cross, or another symbol of faith backed by the belief of the possessor.
[-0] Divine Light. Solomon's Guard is lit from within by a soft white light. It provides a diffused glow that is sufficient in strength to illuminate one zone of mundane darkness.
[-1] Duty. While wielding this weapon, you cannot be turned from your duty. When swung in keeping with its purpose, Solomon's Guard adds one to its wielder's Weapons skill.
[-1] Honour. The honour of this blade illuminates the wielder's path. In the presence of acts this blade finds to be dishonourable, it glows fiercely, alerting the wielder to danger. It provides you with a +1 bonus to Empathy when detecting lies, +1 to Alertness while Avoiding Surprise, and +1 to the Mystic Perception trapping of the Lore skill.
[-2] Sacrifice. When you wield Solomon's Guard in defence of others, the blade hardens your convictions into a brilliant aegis. This Power is identical to Supernatural Toughness with the Catch that you only benefit from it while defending others.

Offline Deadmanwalking

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Re: Item Of Power Master List
« Reply #146 on: January 07, 2013, 12:05:33 AM »
Well, since you ask...

General disagreement on Holy costing anything noted here. Any items not mentioned below look good to me except possibly for that.

MARCI'S ROLLER SKATES: I'm...not really following how (based on their description of being as embarrassing as possible) they add to Performance. I mean, athletics, sure, but...from description they're the opposite of impressive looking in the conventional sense. Unless you're using Performance for all rollerblading, not just perform-y stuff...in which case I disagree profoundly with that choice, as most rollerblading's clearly more Athletics than Performance.

JABIR IBN HAYYAN'S GRIMOIRE: I'm...slightly unclear on what Methods of Madness does. Does it add up to your Lore to a Potion or Item's Strength or what? The wording's just...less than clear. If it works how I think it does, it's probably significantly underpowered, actually, but I can't be sure sans clarification.

MOUSTACHE OF AUTHORITY: So...fake moustache, I guess? Assuming it really is an item.

THE PEACEMAKER OF JESSE JAMES: Blood Drinker interacts oddly with ranged attacks (specifically 'Drink Blood' one of it's more useful components fails to interact with them at all)...the item notes that its version works at range, but neglects to talk about using Guns instead of melee skills, or discuss whether it still works in close as well, and doesn't talk about whether it still helps with grapples, or, if not, if it gets anything to replace that trick. Additional clarification of some sort seems useful.

DECK OF TRICKS: Is odd, though I love the idea. I'm...not sure if that cost is right. I'd personally argue that three points of random powers are worth about -3 Refresh, not -4, with the basic Modular Abilities cost counteracted by the 'completely random'  drawback (which seems worth +2 to me). Matter of opinion to some degree...but I can easily see this power's downside being as big a downside as the +2 version of Human Form under many circumstances. A Tarot version would also be cool. And such a version's existence might be noted. Also, the Evocation card should grant 2 Focus Items if the Fire Channeling version grants 4.

Offline Mr. Death

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Re: Item Of Power Master List
« Reply #147 on: January 07, 2013, 12:32:36 AM »
MOUSTACHE OF AUTHORITY: So...fake moustache, I guess? Assuming it really is an item.
Nah, real one. Read Dr. McNinja, that's where I nicked it from.
Compels solve everything!

http://blur.by/1KgqJg6 My first book: "Brothers of the Curled Isles"

Quote from: Cozarkian
Not every word JB rights is a conspiracy. Sometimes, he's just telling a story.

https://www.youtube.com/channel/UC_T_mld7Acnm-0FVUiaKDPA The C-Team Podcast

Offline Deadmanwalking

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Re: Item Of Power Master List
« Reply #148 on: January 07, 2013, 12:42:59 AM »
Nah, real one. Read Dr. McNinja, that's where I nicked it from.

I'm familiar with Dr. McNinja...but if it's not an item, it's not an Item of Power, just a power. Y'know?

Offline Sanctaphrax

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Re: Item Of Power Master List
« Reply #149 on: January 07, 2013, 05:41:17 AM »
Again, thanks.

General disagreement on Holy costing anything noted here.

I more or less agree with your disagreement, for whatever it's worth.

MARCI'S ROLLER SKATES: I'm...not really following how (based on their description of being as embarrassing as possible) they add to Performance. I mean, athletics, sure, but...from description they're the opposite of impressive looking in the conventional sense. Unless you're using Performance for all rollerblading, not just perform-y stuff...in which case I disagree profoundly with that choice, as most rollerblading's clearly more Athletics than Performance.

I'm not totally sure how that works myself. I didn't write the skates originally...

Apparently the skates are supposed to punish you, but they nonetheless give you awe-inspiring rollerblading tricks.

It's possible that I misinterpreted how the punishment is supposed to work, but if so I don't really think I can correct that.

I think I'll just add a note saying that the skates work beautifully most of the time and only occasionally torment their wearer.

JABIR IBN HAYYAN'S GRIMOIRE: I'm...slightly unclear on what Methods of Madness does. Does it add up to your Lore to a Potion or Item's Strength or what? The wording's just...less than clear. If it works how I think it does, it's probably significantly underpowered, actually, but I can't be sure sans clarification.

Yes, that is what it does. I'll reword for clarity. It might be underpowered, but I'm inclined to err on the side of caution where Crafting is involved.

MOUSTACHE OF AUTHORITY: So...fake moustache, I guess? Assuming it really is an item.

Yeah, this one isn't really an item. I had to change the write-up a bit so that it would be mechanically identical to a fake moustache and therefore acceptably item-like.

THE PEACEMAKER OF JESSE JAMES: Blood Drinker interacts oddly with ranged attacks (specifically 'Drink Blood' one of it's more useful components fails to interact with them at all)...the item notes that its version works at range, but neglects to talk about using Guns instead of melee skills, or discuss whether it still works in close as well, and doesn't talk about whether it still helps with grapples, or, if not, if it gets anything to replace that trick. Additional clarification of some sort seems useful.

Yeah, that was crappily worded. The revised Power has nothing to do with blood, it just uses the same mechanics. It provides bonuses when its user wounds or kills people.

Forgot about the grapple thing, as it happens.

I'll try and fix that.

DECK OF TRICKS: Is odd, though I love the idea. I'm...not sure if that cost is right. I'd personally argue that three points of random powers are worth about -3 Refresh, not -4, with the basic Modular Abilities cost counteracted by the 'completely random'  drawback (which seems worth +2 to me). Matter of opinion to some degree...but I can easily see this power's downside being as big a downside as the +2 version of Human Form under many circumstances. A Tarot version would also be cool. And such a version's existence might be noted. Also, the Evocation card should grant 2 Focus Items if the Fire Channeling version grants 4.

Good point about the Evocation card. Will fix.

I really have no idea what the correct cost for the random Powers is. I guess I'll go with your suggestion unless somebody argues otherwise.